/////////////////////////////////////////////////////////////////////////////
/*/	
 *	Creator:		Michael Duff
 *	Title:			
 *	Last Edited:	06/17/2013
 *	Summary:		
/*/
/////////////////////////////////////////////////////////////////////////////

#ifndef CSINGLEPLAYESTATE_H
#define CSINGLEPLAYESTATE_H
#include "CGameState.h"
#include "EventManager.h"

class CSinglePlayerState : public CGameState
{
public:
	static CSinglePlayerState* GetInstance( void );
	virtual void Enter( void )					final;
	virtual void Exit ( void )					final;
	virtual bool Input( void )					final;
	virtual void Update( float fElapsedTime )	final;
	virtual void Render( void )					final;
	float GetTimeCount(void) { return m_fTimeCount; }
	void SetTimeCount(float time) { m_fTimeCount = time; }

	// TEST - not restarting when pausing
	bool bPause;

private:
	CSinglePlayerState(void);
	~CSinglePlayerState(void);
	CSinglePlayerState( const CSinglePlayerState& );
	CSinglePlayerState& operator= ( const CSinglePlayerState& );
	CEventManager* m_pEventM;
	float m_fEconomyTimer;
	float m_fTimeCount;
	int m_nPlayerDeath1;
	bool m_bPaused;
	TCHAR Units[20], Money[20];
	string sMoney;
	int m_nLaneImg;
};
#endif
